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JRPG with Split-The-Room moral decisions having a Reigns-inspired Justification phase after major story beats?
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I've been having thoughts about the game I'm working on. I want the option to destroy the cities in the game (the remaining cities after a worldwide cataclysm), but I don't want that option available at the start. I'd rather have it tumble from past decisions like a snowball of moral fatigue.

My game's plot has quite a few Split-The-Room choke points. One of my thoughts is just after one of these story beats, someone talks with the MC, and the MC tries their hardest to justify what they did.

There are a few axises to the MC (like Fatalism versus Making A Difference), and a "hero" player is trying to stay in the middle of each axis. Each answer moves one or more axises, and when an axis hits an extreme, the MC starts leaning towards destroying the cities and the "Salt The Earth" ending is possible.

Would that be interesting to anyone. Is there a game that's pulled off something like this?

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5 years ago